That “steal money” spy mission was really a pain. No Mather if I have a 1000+ it will steal it all, but no show who look as a culprit on empire trade screen. I merely solve this burglary by having 2 spy in every city.
It'll be capped at 75% for final release.
2. Don’t thing you can always save already rebellious cities when you put a Golden age.
-Yes they can rebel even in gold age. (b3 city have been already second turn on rebellion level)
This is intended. Best time to use a Golden Age is when your cities are Unsettled. Rebellious is usually too late.
3. Will the grenadier move to earlier stages? (Decreasing stats.) ((I dint catch the answer if yes or no.)
-Or maybe you think for some exchange for current grenadier. Or some of its alternative that it will fit the gap.
I'm not making any changes to the Grenadier for 1.24. Intending to look into it for 1.25.
The main point is that I really dislike that it want exchange long bowman for musket man. Especially when I have Kyudoka (Start whit Drill I, and Drill II)
Existing Kyudoka will keep their promotions when upgraded. Maybe it would make sense for them to upgrade to the Rifleman instead?
4. Progress bar for Great Prophet.
-Can there be displayed from what and what much? (Fail to finding the best option when changing tenet (For that I must browse civilopedia.))
--Maybe this can be sorted in F7 Religion Advisor as a new page to show how # faint are produced from resources, home cities and foreign cities.
Yeah I need to do something about this.
5. Dissent…
I think a lot about it, how to solve AI fails and I hope I dint lost in it.
-So how it really work?
According on Civilopedia the sources are it unhappiness, pollution, Starving, foreign religions, civic and time.
But number of cities have some effect to, and still suspect foreign culture to.
Number of cities modifies dissent from civics. The more cities you have, the more dissent from civics will increase. Rate of increase scales with mapsize. Foreign culture doesn't cause dissent, but it means less dissent reduction. If your city is 100% your culture, then it'll lower dissent by 100 each turn. But if your city is only 60% your culture, then it'll only lower dissent by 60 each turn. If you have the Multiculturalism civic, the % of your culture doesn't matter. It will always reduce dissent by 100.
Reduce it Happiness, healthiness, culture, espionage, buildings (Only Broadcast tower?), Golden age, and Humanitarian mission
Palace, Season Palace, and Constabulary as well.
(It look as Total waste of GP. Have it at last some empire effect or some worthy time effect?)
It's an emergency measure. I want Humanitarian Missions to also reset the time modifier to 0%, but there are some technical challenges with that so it will have to wait till after 1.24.
+Have approaching in time or tech page some decreasing effect on it? Or overall empire population? Empire Culture? Overall world Culture?
No.
It's the time reduction modifier. Starts at 0% when you first found or obtain a city, builds up to 100% over time (roughly half an era). Also shows the effect of reduction from buildings, Palace, Constabulary, etc.
-Can cities who dint join rebellion grant temporal loyalty bonus? (Probably have but dint see. Maybe for AI it will be good)
Cities that don't secede are all reset to Stable. This is why letting the occasional city go Barbarian is actually a useful strategy. Better to lose one city temporarily than a whole bunch at once.
-Can liberating your, or another empire city and return it to the owner, grand temporally liberating bonus for city or empire? (Or minimal for empire and good one for the city. (Probably have dint notice))
When you lose a city for any reason, the rate of dissent from civics automatically reduces in all your other cities. Accumulated dissent does not.
-Have Vassal state some effect on dissent in Vassal Empire?
Vassals still accrue dissent the same as if they were not a vassal. Dissent in vassals has no effect on the master, nor does the dissent in the master civilization have any effect on its vassals.
Then how about a hidden(or not) Independence bar/meter similar to dissent bar/meter? (Though of disconnecting entire empire for subjugation.)
It work similar as dissent bar but it will be active only for Vassal Empire. But it will consume half of the empire dissent value that will normally go to dissent bar in cities.
K-Mod already includes a mechanic where vassals can become independent again. I'm not sure if this is possible to replicate on the Mac side.
6. Conquering city.
-Can it have additional option other that Keep, burn, return, let me watch: like (if it is rebelled city) punish the rebels for they crimes against empire. (Or something that) that will do some changes on dissent generation in empire or city.
I cannot add new options here.
7. Razing city.
Losing city (or maybe more cities) this way can create a event of “Call for blood revenge” when loyalty boost occur in entire empire (Or gold Age) and many volunteers will join the war against evil, decreasing cities population by 2.
Im not quite sure what you are suggesting here? Having a city razed means your other cities also lose 2 population in exchange for units? That would be terrible, a massive penalty on top of bad fortune.
7. That Meditation tenet.
Its still look as the brutally highest payment. The military units are something that consume the most of production. (Sometimes.) But its dint look a god solution to change it as increased payment for units without national territory, no pillage and income from conquering (or -100% if there is something that give +100%).
It's only brutal if you're at war or haven't already built sufficient defenders. It's meant for peaceful players who do well at diplomacy.
8. I was thinking about event when are foreign religion wipe out from city on its own and got this somting:
-IFS National culture is majority.
+When foreigner culture hit the 10%+, there is chance to riot event that hat same chance to occur as size foreign culture.
When this riot occur a population drop will be in % of random size from (foreign culture (cca 50+%) and equal or lower size of national.) This will reduce or remove the foreign culture.
++Then think if this can be used on religion to.
++Then can Tenets or Civic have some effect on it. Like democracy will cancel it. Slavery it will turn it into workers. Maybe some tenets can have effect on how strong or chance it will occur.
I don't think it is appropriate to link religion and ethnicity. Also, when a religion disappears from a city like that, it's not because it's been suppressed. It just wasn't able to retain enough of a following to keep it alive. Suppression of religion is represented by Inquisitors.
9. How to Fight Syndicates? On b3 it in single round can mess wit many cities that have corporation. And cause for HQ to not be able build a corporate gui. (Its wrong have syndicate HQ and corporate HQ in one city?)
You can't fight them directly, just discourage them. Encourage competing Corporations to set up in your cities instead, trade away excess copies of the resources the Syndicate is attracted to, and buy shares in the Syndicate. If needed, you can always adopt Retribution and/or Central Planning. Have a read of the Syndicates pedia entry I posted in the Corporations Feedback thread.
10. Must I have the prophet to start reformation? Must if consume it for that?
Yes. It's their special ability and religious reformers often came to unhappy ends in history.
Mission for Prophet:
Mission for General:
I decided against giving Great People more than one special ability each. Prophets and Generals already have theirs, only one that doesn't yet is the Great Scientist.